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Reseña histórica de la Parroquia San luís de Armenia

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F. RESULTADOS

1.7 Diagnóstico situacional del área de estudio de la finca agroturística “Armenia”, en la

1.7.5 Reseña histórica de la Parroquia San luís de Armenia

Many Martial Maneuvers — such as Choke Hold, Defensive Strike, Martial Strike, Offensive Strike, Martial Dodge, Martial Block, and Martial Grab — are essentially just “improved” versions of Standard Combat Maneuvers. They either provide an OCV bonus, a DCV bonus, a damage bonus, and/or some other enhanced ability (such as the extra Grabbing STR from a Martial Grab). They function identically to the regular Combat Maneu- vers of similar name, but with different modifiers. See the descriptions of the relevant Standard Combat Maneuvers for more information.

Here’s how the various Martial Maneuvers work. They do not cost END to use, though the character has to pay END for any STR used with them.

CHOKE HOlD

Choke Hold is an advanced version of the

Choke Optional Combat Maneuver; it has better

CV modifiers and does more damage. Extra Damage Classes applied to a Choke Hold only increase the NND damage done; they cannot increase the STR of the hold.

DEFENSIVE STRIKE, MARTIAl BlOCK, MARTIAl DODGE, MARTIAl STRIKE, OFFENSIVE STRIKE

These function identically to the regular Combat Maneuvers of similar name, but

with different modifiers to OCV, DCV, and damage. At the GM’s option, a character who knows Martial Block can add its CV bonuses to any attempt he makes to Deflect (but not to Reflect).

KIllING STRIKE

This Maneuver allows a character to do Killing Damage to the target without using a weapon. It includes things like breaking bones, throat punches, snapping a victim’s neck, and so on. Rules regarding adding STR (as if to an HKA) and what defenses apply to Killing Damage apply to the damage done by a Killing Strike.

MARTIAl MANEUVERS

Maneuver phase ocv Dcv Damage/effect

Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND (see text) Defensive Strike 1/2 +1 +3 STR Strike

Killing Strike 1/2 -2 +0 HKA 1/2d6

Legsweep 1/2 +2 -1 STR +1d6 Strike; Target Falls Martial Block 1/2 +2 +2 Block, Abort

Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll Martial Dodge 1/2 — +5 Dodge, Affects All Attacks, Abort Martial Escape 1/2 +0 +0 +15 STR vs. Grabs

Martial Grab 1/2 -1 -1 Grab Two Limbs, +10 to STR for holding on Martial Strike 1/2 +0 +2 STR +2d6 Strike

Martial Throw 1/2 +0 +1 STR +v/5; Target Falls Nerve Strike 1/2 -1 +1 2d6 NND (see text) Offensive Strike 1/2 -2 +1 STR +4d6 Strike

Sacrifice Throw 1/2 +2 +1 STR Strike; You Fall, Target Falls +1 Damage Class — — — Adds to all Martial Maneuvers Weapon Element — — — Allows use of Martial Arts with weapons

eXplanation oF terMs

Phase: How long it takes to perform the Maneuver (usually either a Half Phase [1/2] or a Full Phase [1]).

OCV (Offensive Combat Value): The Maneuver’s modification to OCV. For example, a +1 OCV means a character has +1 to his OCV when making an Attack Roll with the Maneuver.

DCV (Defensive Combat Value): The maneuver’s modification to the attacker’s DCV. For example, performing a Haymaker decreases the attacker’s DCV, making it more likely he’ll be hit.

Effects: The damage or other effect done by the Maneuver. STR means the Maneuver does STR/5 in d6 of Normal Damage.

Abort: A character can forfeit his next Phase to perform this Maneuver in a Segment when he doesn’t have a Phase. For a more detailed explanation, see Aborting An Action, 6E2 21.

Dash (“—”): That column is not relevant to that maneuver.

lEGSWEEP

This Maneuver allows a character to knock an opponent’s legs out from under him, dashing him painfully to the ground. In some respects it’s like a Martial Arts version of the Trip Combat Maneuver, but it doesn’t add any damage from velocity. (See also Martial Throw, below.)

MARTIAl DISARM

This Maneuver is identical to a normal Disarm, except that the character receives a bonus to his STR only for purposes of determining the outcome of the Disarm STR Versus STR Contest. The character has his normal STR for all other purposes. The character also receives a bonus to his DCV.

As an optional rule, GMs might allow charac- ters with Martial Disarm to use the Maneuver’s STR bonus to resist being Disarmed. This option prevents fencers and similar characters from constantly Disarming each other.

MARTIAl ESCAPE

This Maneuver helps a character escape from Grabs. The character adds the STR from this maneuver to his own STR when rolling BODY to break out from a Grab; the additional STR has no other effect. At the GM’s option, characters can also use the STR bonus from Martial Escape when attempting to escape from an Entangle. See Other

Combat Effects, 6E2 124, for more information

about escaping from Grabs and Entangles.

MARTIAl GRAB

This maneuver is identical to a normal Grab (the standard CV penalties for Grabbing or being Grabbed apply), except that the character receives a bonus to his STR. This bonus only helps the character hold the target; it does not add to damage done by squeezing or throwing the victim.

MARTIAl THROW

This Martial Maneuver is in effect an advanced version of the Throw Combat Maneuver (see above) that applies only to characters (it can’t be used to throw ordinary objects at characters). It has a better DCV modifier, and it exploits velocity to add to the damage done. Unlike a regular Throw, a character doesn’t have to Grab a char- acter before using Martial Throw on him.

NERVE STRIKE

This Maneuver allows an attacker to strike particularly vulnerable or sensitive parts of a target’s body. In game terms, this is represented by NND damage. The target takes full damage from the Nerve Strike unless he has rigid armor protecting his vulnerable spots or PD Resistant Protection.

At the GM’s option, characters can develop other Nerve Strike maneuvers that are affected by different defenses. For example, solid ear cover- ings, Resistance, or rigid Resistant PD protecting certain parts of the body might be acceptable defenses against a variant Nerve Strike.

SACRIFICE THROW

This maneuver is basically identical to a Martial Throw. However, the victim cannot be Thrown any distance — he must land within 2m of the Thrower — and the Thrower himself ends up prone where he was standing. A character cannot use Breakfall to keep his footing when he performs a Sacrifice Throw, but can use Breakfall in a subsequent Phase to get to his feet without using a Half Phase.

WEAPON ElEMENT

Some martial arts styles teach the use of weapons with Martial Maneuvers. In fact, some styles, like Fencing, require a weapon. In the latter case, the character need not pay Character Points to use the style’s Martial Maneuvers with a weapon — that’s what he learned when he bought the Maneuvers (he can’t use them barehanded). Other styles assume unarmed use of Maneu- vers as a default. To use their Maneuvers with a weapon, the character must purchase a Weapon

Element for each class of weapons he wishes to use

with his Maneuvers. Use the subcategories in the Weapon Familiarity Table (6E1 95) to determine what categories of weapons a Weapon Element can be bought for. For example, to use a martial arts style with three subcategories (Blades; Axes/ Maces/Hammers/Picks; Staff) costs 3 Character Points (1 point per weapon category). In Heroic campaigns, a character can only buy a Weapon Element for weapons he has a WF with.

A Weapon Element, if purchased, applies to all Martial Arts a character knows. However, a “free” Weapon Element gained by purchasing a weapon- based style such as Fencing, does not carry over to any other maneuvers or styles. Having a Weapon Element with a weapon does not remove or negate a weapon’s inherent OCV penalty (if it has one).

+1 DAMAGE ClASS

Characters may improve their Martial Maneu- vers by buying Extra Damage Classes. Each Extra DC adds one Damage Class to any Maneuver (such as Martial Strike, Killing Strike, or Martial Throw), or +5 STR to any Maneuver that grants extra STR for limited purposes (such as Martial Grab).

An Extra Damage Class adds to all of a character’s Martial Maneuvers — he doesn’t have to purchase Extra DCs maneuver by maneuver. Characters cannot purchase half an Extra DC, nor apply Limitations to Extra DCs. A character can choose not to use his Extra DCs if he wants to do less damage than normal.

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